        precision lowp float;
        varying vec4 vColor;				
        varying vec2 vTextureCoord;					
        uniform sampler2D uSampler;								
        void main(void)									
        {
            vec4 c = texture2D(uSampler, vTextureCoord);
            float a = c.r;
            if (a > 0.) {
                c.a *= 1.-a;
            }
            if (c.g <= 0.01){
                c.a = 0.;
            }
            c.r = 0.;
            c.g = 0.;
            c.b = 0.;
            gl_FragColor = vColor * c;
        }